The integration of Artificial Intelligence in Education (AIED) has emerged as a disruptive innovation promising to transform the educational process. Some research has focused on exploring the potential ofArtificial I...
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ISBN:
(纸本)9783031643149;9783031643156
The integration of Artificial Intelligence in Education (AIED) has emerged as a disruptive innovation promising to transform the educational process. Some research has focused on exploring the potential ofArtificial Intelligence (AI) in higher education;nevertheless, the question remains open about the expectations of university educators regarding the use of AI in their classes and their concerns before starting to integrate this kind of tool. This research explores the expectations and challenges of university professors regarding the use ofAI in their classes. In order to gather information about their expectations and experiences regarding the use of AIED, a survey was conducted with 27 university professors from several disciplines. The findings show a high interest among teachers in the opportunities offered by AI to improve the quality of teaching and learning in the university classroom. They expect AI to facilitate various educational aspects, from lesson planning to the creation of materials and activities to promote creativity and interactive learning. However, the main concern identified was the risk of plagiarism.
The discipline of Enterprise Architecture (EA) involves the creation and maintenance of essential artifacts, including documents and architectural diagrams, to deliver tangible benefits to stakeholders. This paper exa...
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ISBN:
(纸本)9783031679032;9783031679049
The discipline of Enterprise Architecture (EA) involves the creation and maintenance of essential artifacts, including documents and architectural diagrams, to deliver tangible benefits to stakeholders. This paper examines the historical evolution of Enterprise Architecture and the tools associated with it. As we will explore further, EA tools have evolved from being tools for a small audience reliant on complex notations and visualizations to becoming more collaborative and user-friendly tools accessible to all stakeholders. Then, a high-level assessment and comparison of the different types of EA tool is presented. Finally, we examine the practical application of these tools for different common relevant artifacts commonly used within the Enterprise Architecture discipline.
In the present article, we explore ontological models about lists in order to test them towards a Modern Greek (MG) morphological test-bed. The research topic has been aroused because of the lack of coverage in the cu...
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ISBN:
(纸本)9783031659898;9783031659904
In the present article, we explore ontological models about lists in order to test them towards a Modern Greek (MG) morphological test-bed. The research topic has been aroused because of the lack of coverage in the current morpho-ontological models and because a suitable list model would considerably facilitate morph behaviour and productivity, word-list complexity or contrastive derivational analysis. After defining a suitable morphological framework, two MG lexical instances are represented by each one of the explored list models, where applicable, to evaluate their suitability. Among the models, we stress the profound design of those like OLO and CO but, on the other hand, their incapability of representing our MG -X, 0, X modeling pattern. To deal with this, we propose a new MG ontological model, based on the CO, incorporating this characteristic.
This paper shows that video games data may offer great opportunity to study human behavior. It demonstrates it by utilizing data from KovaaK's aim trainer to test the Hot Hand hypothesis. The findings indicate tha...
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ISBN:
(纸本)9783031514517;9783031514524
This paper shows that video games data may offer great opportunity to study human behavior. It demonstrates it by utilizing data from KovaaK's aim trainer to test the Hot Hand hypothesis. The findings indicate that even phenomena traditionally associated with sports can be better studied using video games. Specifically, the paper concludes that there is no evidence of the hot hand effect among KovaaK's players. Moreover, it argues that the data obtained from KovaaK's is of exceptionally high quality, surpassing previously utilized non-experimental data in the Hot Hand literature.
This research investigates the impact of a Task-Based Virtual Learning Environment (TBVLE) implemented on electronic devices, specifically utilizing the Moodle-based platform SPeCTRUMdeveloped by the Universiti Malaya...
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ISBN:
(纸本)9783031616778;9783031616785
This research investigates the impact of a Task-Based Virtual Learning Environment (TBVLE) implemented on electronic devices, specifically utilizing the Moodle-based platform SPeCTRUMdeveloped by the Universiti Malaya, Malaysia. The study focuses on Thai as a Foreign Language (TFL) learners and employs a Task-Based learning approach aimed at refining speaking and listening abilities, along with enhancing cultural competence. The objectives of this study are threefold: 1) To develop a Task-Based Virtual Learning Environment on electronic devices for TFL learners targeting speaking, listening abilities, and cultural competence, 2) To scrutinize the effects of the Task-Based Virtual Learning Environment on electronic devices on TFL learners' speaking, listening abilities, and cultural competence, and 3) To assess the satisfaction levels of students following their exposure to the Task-Based Virtual Learning Environment on electronic devices. Participants in this study are students from the Faculty of Languages and Linguistics enrolled in a Thai language communication class. The research seeks to contribute to the advancement of pedagogical strategies in teaching Thai as a foreign language, specifically through the utilization of the SPeCTRUM platform, thereby enhancing students' listening, speaking abilities, and cultural competence.
The study of video game genres has been largely inspired by theories from other media, notably literature and film. In doing so, it has also taken up the aporias of these other theories, the question of genres never h...
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ISBN:
(纸本)9783031514517;9783031514524
The study of video game genres has been largely inspired by theories from other media, notably literature and film. In doing so, it has also taken up the aporias of these other theories, the question of genres never having found truly satisfactory answers. I will focus here on the case of survival horror in order to explore three types of generic theory (formalist, emotional and semio-pragmatic) and to expose their strengths, their weaknesses, in particular by pointing out the relative artificiality of certain approaches. Then, on the basis of the comments made, I will set out the criteria that should be considered as part of a generic classification close to the actual use of gamers, who remain the main people interested in the use of genres. However, the exact methodology for taking such criteria into account has yet to be defined.
The goal of education is to develop natural intelligence. How are teachers using generative artificial intelligence (GenAI) to support this goal? The aim of this study is to understand how teachers have changed their ...
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ISBN:
(纸本)9783031643149;9783031643156
The goal of education is to develop natural intelligence. How are teachers using generative artificial intelligence (GenAI) to support this goal? The aim of this study is to understand how teachers have changed their teaching practices due to GenAI, their real use of GenAI in learning activities, and how they have utilised these tools to make their work more efficient. A nationwide survey was conducted among all Estonian K-12 schools. A total of 908 teachers completed the survey - a representative sample of more than 5% of Estonian K-12 teachers. The results show that 49% of teachers have already modified their teaching processes by including tasks that encourage critical thinking, eliminating written homework, and allowing the use of GenAI to generate new ideas, to name a few. In addition, 74% of teachers are using GenAI to make their work more efficient (e.g. answering emails from parents). Finally, there are various concerns and challenges, and the majority of educators are looking for professional development on the practical integration of GenAI into teaching practice.
In this work we explore the potential of using a Petri Nets inspired graphic interface supporting a character action modeling mechanic to develop computational thinking skills in a game-based learning environment. We ...
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ISBN:
(纸本)9783031514517;9783031514524
In this work we explore the potential of using a Petri Nets inspired graphic interface supporting a character action modeling mechanic to develop computational thinking skills in a game-based learning environment. We conceived a proof-of-concept paper prototype as a probe to perform gameplay rehearsals and distill insights on how young players would appropriate it. A qualitative research approach was used to study gameplay sessions and semi-structured interviews, coding player actions and dialogue. We were able to gain insights on how the design of the game components and its mechanics mimicking Petri Nets provided an accessible way for players to perform the game activities by modeling behaviors of game characters. The integration of an interface design for action modeling inspired by Petri Nets and the use of symbols for encoding conditions, actions and outcomes, allowed players to model complex sequences of behavior, recognize patterns, decompose in-game activities, and work with abstractions such as conditions, consequences and steps. This enabled players' articulation of cause-and-effect relationships, leading to the consolidation of computational thinking skills. This work provides insights for exploring similar design patterns in gameplay to enhance Computational Thinking.
The rapid development of large language models has led to increased interest in evaluating the efficacy of models for education technology. In this paper, we are particularly interested in GPT created by OpenAI. Speci...
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ISBN:
(纸本)9783031643118;9783031643125
The rapid development of large language models has led to increased interest in evaluating the efficacy of models for education technology. In this paper, we are particularly interested in GPT created by OpenAI. Specifically, we are interested in comparing GPT-3.5 and GPT4 in their ability to generate explanations for math problems. computergenerated explanations could be readily utilized in online tutoring systems as a supplement to existing teacher-created explanations. Conclusions from prior work regarding GPT-3.5 generated explanations found a high mathematical error rate of 90% and 57% respectively for two methods tested and a poor quality rating when assessed by teachers. In this work, we present improved methods using GPT-4 that significantly reduced errors in generated explanations to 6%. Additionally, a preregistered study with evaluators rated the GPT-4 explanations as higher in quality compared to human explanations. Our main interest is looking at the quality of generated explanations, so other AIED systems can begin using GPT-4 to create feedback to better foster student learning.
Designing learning games for the retention of declarative knowledge is a way to provide learners with a large variety of adapted training situations. Such training situations can be considered as game activities built...
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ISBN:
(数字)9783031536564
ISBN:
(纸本)9783031536557;9783031536564
Designing learning games for the retention of declarative knowledge is a way to provide learners with a large variety of adapted training situations. Such training situations can be considered as game activities built upon questioned facts. Learners must then face various game situations wherein interactive elements and rules are a means to read and answer specific questions about these facts. This chapter is an extended version of [18]. We propose Roguelite as a relevant game genre for declarative knowledge training. Indeed, its core design principles tackle the needs of variety and challenging training situations. Additionally, we propose an analysis framework to help teachers and game developers in identifying the key elements to design training games. This framework includes a set of questions to consider during the preliminary design of any training game for declarative knowledge. We identified and used this proposal in a specific research context about the training of multiplication tables. Following an iterative and prototype-centered approach, we illustrate two iterations about applying the analysis framework to guide the design and development of playable prototypes.
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